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  1. Since there is a small, medium, and large solar panel (the Solar Array being the large solar panel), there should be a small, medium, and large wind turbine, but there is not a large one. I think that should change, because from the very beginning wind and solar power are kind of like the renewable energy rivals. Many people prefer wind over solar and vice versa, which makes sense in part due to they both activate under specific circumstances; neither occur 24/7 but wind can occur at any point of the day, but is unpredictable, while solar panels only work during the day but provides a constant stream of power. But would the Large Wind Turbine cost resource and byte size? How much power would it provide? Well I have the answer: Since the small and wind turbines are generally cheaper than their solar counterpart; each level of each are the same size level, i.e. both small versions can be printed on the backpack printer and so forth. The Large Wind Turbine would be cheaper, but not incredibly cheaper, than the Solar Array. The chart below shows the progression of each item, including the yet-to-be-implemented Large Wind Turbine. (for the resources, "copper -> + glass" means that the first level costs copper, and the second level, signified by the "->", costs glass on top of the previously listed resource(s), signified by the "+") Solar Power Bytes: 500 -> 3,750 -> 6,250 Power Output (Units/second): 0.5 -> 2.0 -> 8.0 Resources: copper -> + glass -> + plastic (requires chemistry lab) + graphene (requires chemistry lab and atmospheric condenser) Wind Power Bytes: 500 -> 2,500 -> 5,000 Power Output (Units/second): 0.5 -> 1.0 -> 6.0 Resources: glass -> + ceramic -> + plastic (requires chemistry lab) + steel (requires chemistry lab and atmospheric condenser) Reasoning behind the suggested costs: Since the medium wind turbine's byte cost is less than the medium solar panel's but not by a substantial about, the Large Wind Turbine's byte cost is reasonably less than the Solar Array's. For the power output, the medium solar panel outputs twice as much as the medium wind turbine, but if that stayed consistent the Large Wind Turbine's power output would be a measly 4 Units/second, which would make the Large Wind Turbine essentially useless when it comes to power, especially because the RTG, which isn't too much more work to make, outputs 4 Units/second of power as well. Therefore, the Large Wind Turbine's power output is 6 Units/second, which is more than the RTG, but less than the Solar Array, meaning the scaling is on par. The resource cost of the Large Wind Turbine costs glass and ceramic, which is the resources of the medium version, and plastic which is the same as the Solar Array (copper and glass - the same as the medium solar version - and plastic). The main resource difference between the Large Wind Turbine and the Solar Array is the fourth ingredient, which is Steel for the Wind path and Graphene for the Solar path. The reasoning behind Steel: The Solar Array is relatively expensive, but all the resources are on Silva, the starting planet, excluding the resources of the chemistry lab and the atmospheric condenser. The Large Wind Turbine is overall cheaper than the Solar Array, which means there needs to be something difficult about making it, which is where Steel comes into play. For Steel, you need to go to a different planet from Silva to get a gas, which is Nitrogen. That extra step makes the process of making the Large Wind Turbine more difficult. For the Solar Array, the necessary ingredients for Graphene is on Silve, but you find Ammonium and Graphite, which is more difficult to obtain than the other non-gaseous materials needed for the Solar Array, even though they generally not too difficult to obtain. Therefore, Steel being the alternative manufactured material for Graphene is balanced and continues the general path of difficulty between making the solar- and wind-powering objects. Lastly, I would prefer the name of the Large Wind Turbine to not be what it is because it seems more generic than the Solar Array, because it goes from small to medium solar panel to Solar Array, while for wind it just goes from small to medium to Large Wind Turbine. Any necessary changes are accepted when it comes to the name (which is preferred), byte cost, resource cost, and power output. For the design of the Large Wind Turbine that I had in mind is like real-life wind turbines; a picture is provided for convenience. Any necessary changes to the design are also accepted, but I would prefer that the design would be at least somewhat similar to what I had in mind, meaning that drastic changes are not preferred unless the drastic change in design looks interesting and realistic in the sense that it may possibly work in real-life, life most other items in the game.
  2. Darkstrider9 0 0 0

    I THINK WE MUST HAVE A WIND ARRAY

    Btw we have a solar array, wich is extremely useful on planets like calidor. But what if we turn 180 degrees and look to glacio, on a planet like glacio we need electricity production based on wind, and having tons of medium wind turbines is not just anti aesthetic, it's an enormous waste of material AND SPACE. Thanks for your attention
  3. Since i last played there were many new changes to the game. About 90% of which made the game much more fun to play. But there are still some small issues (possible pun) that i think need to be addressed in some way: In particular Large and X-Large versions of some structures and items. First off i have some ideas for some new T-3/T-4 structures *Note: units/s pertain to power units per second* 1. Windmill (Large Wind turbines) The large version of the "Wind Turbine". Wind driven power source. A larger unit to gather more power from the wind thus producing more power then a single Medium Wind Turbine. One Windmill Produces 5 Units/s (the same amount of power as 5 Medium Wind Turbines) 2. Power plant (Large Generator) The large version of the "Generator". Fuel driven power source. Large unit to generate more power from a fuel source. This unit utilizes Hydrogen gas in order to operate and produces 12 Units/s over the course of 200 seconds. (The same amount of power as 4 Medium generators, but runs for 200 seconds per fuel unit instead of 100 seconds per fuel unit) *3. Extra Large Platform C Another Extra large platform that has an either a square or Octagonal shape (similar to the Extra Large Platform A) with 4 Tier-2 slots each slot being on one of the the four sides (Top, bottom, left and right side. This applies to the octagon shape as well). The main purpose of this Platform is to allow multiple Tier-2 structures to be placed on it. Such as for example several crafting modules, having one or more modules and/or storage items (which can be used to make production faster/ easier to manage. 4. Item Transferal Module The ITM allows players to transfer Units from one source to another. It would/should contain two T-4 connections. It would transfer items/units from one side to the other. This would only allow Storage units to be placed. Structures such as the X-Large storage (or any other storage sizes) would be placed on either side, and then allowed to transfer items into the slots. This is only meant to save time from taking units and items off of storage modules, such as the X-Large storage, allowing the attachments to be transferred to another storage unit. For example: If you want to transfer the contents of one X-Large storage, to 2 large storage units with (4) medium storage units attached , you would place the X-Large Storage on one side and the empty storage's on the other. Once activated it will automatically, and quickly, pull items off the X-Large Storage and place them onto any free spots on the other side. If there's no more space to move items to then they will not be transferred. This would not be much different then how some modules pull items from one storage and then after use/or smelting places them back onto a free spot. Suggested changes: I found a few items that already exist that have some issues with them: 1. Solar Array: The power output should be 10 Units/s instead of 8 units/s. The difference would mean your getting one extra solar panels worth of power to offset the cost of making them. Part of the reason this change would be nice is to make the module worth the materials it costs to craft it. For the time and cost of materials required, you can use a few extra easily obtainable / abundant resources (all of which can be found on the starting planet) to make a singe Large Platform B and 4 Medium Solar panels. Comparatively you save on copper and glass, but you still must craft Plastic and Graphene (both of which require the chemical lab as well as the atmospheric condenser for the latter). In turn, adding more power output to the array would make getting it over getting a solar farm more efficient at the expense of the resource cost, as well as take up less space (something it already dose very well) 2. Extra Large Platform A: An addition of the single T-4 slot, there should be two smaller T-3 slots allowing for up to four T-2 slots on either side. this would make the platform more useful as a production platform allowing multiple Production modules to be attached and work off each other and/or having multiple storage units attached to speed up production. This of course wouldn't be necessary if something like the Extra Large Platform C idea (as mentioned above) exists, however this could be a good alternative to it.
  4. ROBOTS My brother and I were playing the latest version last weekend and started setting up atmospheric condensers on different planets to gather specific resources. We would go do other things and then planet hop back to those planets to gather up the resources that were made. This led us to start talking about how cool it would be to be able to build mini resource gathering bases scattered all over the solar system, where you have a team of robot workers that would do the gathering for you. All you do is setup these bases, let them do their thing and then return to gather up what they produced. Obviously, you don't want this feature to be easily accessible, where you don't have to do any scavenging yourself. Once it's up, there could be maintenance that is required. Robots break down and require specific resources to repair. We love the inter-planetary travel aspect of this game really enjoy jumping to different planets to gather resources. Thought this would be a cool idea to expand your base and resource production to a new level. WINDMILL I was also thinking about how there is the larger solar array for solar power but there is no "large" equivalent for wind power. There should be a large windmill that you can create. Have a wind farm to get all the power you need for your base!
  5. The storm came. I walked around the exo habitat and when I finally entered to safety, I noticed that the rocks are not coming from the same direction as the wind flows.
  6. Menzagitat

    The wind pockets

    While I travel by night, I notice how the wind turbine on my rover starts and stops suddenly. Then I see such a behavior, I go a bit backward to find that place where I can recharge the batteries. I like this game mechanic. It is like traveling under water, trying to find air pockets on the route. But is not realistic. The "not realistic" part bothers me but if developers choose to solve this problem, I hope this way of traveling and searching for areas with wind will still be preserved. Edit: Even when a storm is passing by, not directly over me, sometime I see the dust being blown by the wind over the avatar but the wind turbines do not rotate.
  7. Hello! I have some small ideas for the game that are really cool. 1. Wind Turbines should be at full capacity during a storm. Seems illogical to me to not have any wind during a storm.. right? 2. Interstellar travel. travel to other stars, discover new types of planets and you will be able to choose your star with.. 3. The Observatory you could build an observatory to observe other solar systems, and gain knowledge about them so how do we use the knowledge about other solar systems??.. 4. The Spaceship (idk find a cool name) When building it, it will be placed in orbit of your current planet, and when you wish to go to another solar system, go on to the spaceship and choose your observed solar system. (much like the shuttle but with the observatory) you can always go back if you wish. 5. Add Types of Sun Add red giants, add white dwarfs, add all the stars you could ever know. 6. Add Space Stations It will be nice to add space stations and observe other planets of the current solar system. and find out diffirent things about that planet! (Hostility, Storms , Minerals , and other stuff such as....) 7. Soil Density this will get annoying on some planets, the soil could be denser, harder to mine, you get more soil, but you mine slower. 8. Space Elevator it could be cool to build a space elevator to space stations. and could be a must for the spaceship. 9. Asteroid Belts and Comets. There should be asteroid belts with asteroids (duuh) with different minerals, colors, and density. Comets could be rare, temporary , with juicy, rare minerals. 10. Add Large Solars and Winds
  8. Not having wind turbines spinning and generating energy during powerful wind storms seems ridiculous to the point of being frustrating.
  9. Today i build my first "Medium Wind Turbine" ever. But i saw a just bug... (it IS producing energy) It's totally new save at version 0.7.0.0
  10. Idk if it's a shader you;re reusing from vegetation or what but yeah
  11. Summary of the problem: I was holding a small wind vane in my hand and I let go of it midair, it then disappeared and I couldn't find it. I went to my habitat to save my game and the camera panned through the habitat, and my wind vane was inside. I tried the same with a small solar panel, it also disappeared. I then entered my habitat a few more times to see if i could see the solar panel inside, and sure enough I caught a glimpse of it. Platform and Version: Steam on Windows, 0.6.8.0 Computer Specs: Windows AMD Ryzen 3 1200 Nvidia GTX 1050Ti 16 GB of RAM 1TB Hard Drive Instructions to replicate the problem: Just let go of a small wind vane or solar panel when it's not on the ground, it will then disappear.
  12. First off well talk about the Recycling center/station. Essentially its a means to get rid of any unwanted platforms vehicles and modules (as well as their permanent attachments) The way it would work would be similar to how the vehicle bay "detects" an empty vehicle slot in front of it. When a large item (such as a platform, vehicle, or module) is in front of the station, it will allow you to do one of two things: Recycle - This will destroy the item and return half of the materials (a minimum of 1 per item recycled) used to create the item(s). This will recycle and return at least one material per item recycled, but cannot recycle materials (so be sure to remove them before recycling). Ex: if you place a single "Large platform D" you will receive two Aluminum for it. But if there are other items attached to it, for example a single medium solar panel, then you will also receive materials from that. Granting you two aluminum and one copper. you also cannot recycle the starter items (to ensure players cant continuously respawn the starter set for easy material farming) Deconstruct - following the same rules as the Recycle system, it will allow you to destroy items placed in front of it including any attachments. The difference is that rather then returning materials it will allow you to receive data (bytes) and will allow you to add a small amount of Bytes to your bank. the higher the tier the more bytes you can receive though the highest amount will only be around 50 bytes Next is Tier 4 power options. Currently the only real use for the XL platform is to be used with the XL storage (which is the only tier 4 module currently). These options will allow for greater power alternatives as well as a use for the XL Platforms. XL Wind Turbine - This windmill shaped turbine will provide up to 3x the amount of energy then a normal wind turbine, Using its articulated propeller it can face the direction of the wind allowing it to be more efficient with energy gathering. XL Solar Panel - Providing more solar energy this station works similarly to the small solar panel in that it will tilt itself towards sunlight to gather energy more efficiently the large solar cells are slightly larger then the XL platform but can deliver up to 4x the amount of power compared to a standard solar panel. XL Generator - Providing 2.5x the energy as a medium sized generator would be worth it enough, but due to innovations in technology XL generators not only will consume coal at one third the rate (essentially making a single stack of coal last up to 3x longer), but can also utilize Organic matter, but they will be consumed at half the rate as a small generator essentially making it last 2x's as long and more efficient then a small generator). They are also designed with a single Tier two slot allowing for two single items for storage or a single two tier item (such as a medium Storage module) All XL Power supplies are crafted with 2 Titanium and require a tier 4 slot making the XL Station or Large Rover the only way to use them (will be permanently affixed).
  13. Dartheblue

    Wind in Storms

    I'm thinking, in big storms, wind power machines to go absolutely crazy and like supply a whole load of power. Just an idea.
  14. Avatar holds their arm up to block wind on Barren. I traveled to Radiated and realized I couldn't power my small printer with my medium battery or solar panel since they weren't on a platform, so I traveled back to my Barren base to get more power generation items. A storm was passing somewhere nearby as I was leaving, giving my character the "wind-swept" standing/walking/running animations. These animations continued when I arrived at Barren, which doesn't have such storms. Specs: Steam / Windows 7 SP1 i5 quadcore 3.10 GHz 16GB RAM 1060 GTX GeForce 3GB RAM Keep up the good work!
  15. Vintiumdust

    Three Sizes Of Everything

    My friends and I have been thinking that there are lots of items with "small", "medium", and "large" in their titles, but there aren't always all three of the same thing. There's a small solar and a solar panel, but it would be helpful, more comprehensive, and more consistent if there was a large solar as well. Other examples: Large Storage and Medium storage but no small storage(could have 4 slots instead of 8) Small fabricator and medium fabricator but no large fabricator(could make a large hab like the one starting on terran) Small battery and Medium battery but no large battery ( maybe use medium fabricator to make it, put it on a large platform) Medium Rover and Large rover but no small rover (maybe just two slots and a seat, segway type) Small generator medium generator but no large generator( maybe hydrazine->power) And if something is too useless, just use small and large (for example, a small platform would be useless, so rename medium to small and keep large that way the naming is more comprehensive)
  16. I think a windmill artifact/ruin like the currently in game giant solar panel would be a great thing to find on the surface of a planet. Maybe a shelf like artifact/ruin that has a crazy amount of storage when deployed or dragged back to base or used in place. Since bases are now modular and can be carried to new locations alot easier.
  17. The thruster has 4 spots that you can put a small item on each one of those spots for storage (I'm assuming). It would be nice if when you attach say: a battery, small solar panel, small wind turbine to those spots and attach it to the back of your larger vehicle (and possibly anything else the thruster may attach to, I'm not that far in the game I don't know if it does yet) that it would charge your car from where it sits on the thruster. The design of this game is so intelligent that when I did it I assumed it would work and was surprised that is didn't. So I just thought It'd be nice to see it as a functional feature. I just think it would speak for the already intelligent design of the game. Also I hate that I cant just put single Items anywhere I want on the the open ports on the back of the ship. It autofills you from the seat on back.
  18. I searched before posting, but I couldn't find a similar post. I've noticed that the windmills do not run during storms, which is ... odd. I'd like to suggest that windmills produce 100% more output during storms.
  19. So I know I've seen this in comments on threads, but couldn't find a dedicated thread for it. If it's been suggested already, lmk and I'll remove this if I can for clutter reasons. But basically, weather should affect solar panels and wind turbines. Just now I had a storm roll through where my turbines were off but my solar panels were still running as if it were noon. Hopefully this can be changed in the future, because currently how storms interact with these modules doesn't make sense.
  20. £ɨɳʂʈɛɨɳ™ Cordle

    A bug or two...

    v.215 Windows PC (Win10 PRO), Windows Store, Keyboard and Mouse Please address the issue of the resources pooping off the terrain tool and falling into the planet forever! What is with the wind turbine? you are in a blizzard and they don't turn, period... one would think in that kind of wind they would spin. It's not just the storms tho, you can be in a area and the environment shows wind blowing but the turbines just sit there. These are the two biggest bugs / pet peeves I have with the game ATM.
  21. Why doesn't the Wind Turbine spin in a storm? The wind is blowing so hard that I have to hide in the habitat to avoid the boulders being blown around. But the turbine is sitting there stagnant. The solar panel works when the sun is out. Why doesn't the turbine work when the wind is blowing?
  22. I believe a nice feature is that you could build a solar plant or wind turbine at some great distance from your base. You could have your base in a cave and build a type of power plant with solar or wind power and transfer the energy back to base with tether-like connectors. You could place a wind turbine on the top of a mountain where it is always windy and connect it to your base directly.
  23. I mounted a Wind Tirbine to my truck and it falls off every once in a while very randomly. Almost lost it!!
  24. I have been experimenting with wind power to see how the game mechanics work, since wind power is absolutely vital for energy production on several planets. Wind pressure is very local (from a great spot move 2 meters one way or another and get nothing), therefore squeezing the most out of *one spot* is important. Also, you really cannot predict with any certainty where the sweet spots are for wind. They all have to be measured directly. I just put a wind vane on my pack and walk around, note the spots, build platforms over there, etc. That being said, you ultimately want to get as much as you can out of that one great spot, which means device density. The initial temptation is to build BIG: grab aluminum and make big egg-beater windmills. However, I find these are not as efficient. Small is better... here's why. 1) Materials: 2 Aluminum give you-- 1 large windmill or 2 small wind vanes [Tie] 2) Energy Output: Windmill (4 sec/bar... about 50% efficiency of a large solar panel), Wind vane (8 sec/bar... 50% of windmill efficiency)... 2 Aluminum = 4 sec/bar regardless of device [Tie] 3) Wind Pressure for Activation: Windmill > Wind Vane. I have tested this several times on the same spot, switching out devices. Wind speed which will turn a wind vane will not always turn a windmill. [Winner: Wind Vane] 4) Density Bonus: Energy devices attached to storage racks transmit their energy, but racks can only hold small devices. On one platform (with two sockets) you can have one windmill or, with a storage rack, 8 wind vanes. That's like having 4 windmills on that one windy spot, however if the wind pressure is too low those big windmills would just sit there.Wind vanes always turn in the slightest breeze. [Winner: Wind Vane]. So, those are my observations. A little wind and those racks of wind vanes put out the power. Any other players test this stuff out?
  25. Lo Hye

    items blown away!

    So, I was thinking, these storms are pretty annoying, but I can manage against them, but like why not make the storms also blow away your stuff on the ground? Like, you have Titanium on the floor instead of building a storage to hold more things, then it should be blown away when a storm comes, lol. I think that would make the game a little more fun and careful, and more grateful when you get lithium or titanium.